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Merge pull request #6773 from Citadel-Station-13/upstream-merge-37836
[MIRROR] Circuit gun inhands and grabber fix
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@@ -17,6 +17,7 @@
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var/obj/item/stock_parts/cell/battery // Internal cell which most circuits need to work.
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var/cell_type = /obj/item/stock_parts/cell
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var/can_charge = TRUE //Can it be charged in a recharger?
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var/can_fire_equipped = FALSE //Can it fire/throw weapons when the assembly is being held?
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var/charge_sections = 4
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var/charge_tick = FALSE
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var/charge_delay = 4
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@@ -603,7 +604,11 @@
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/obj/item/electronic_assembly/medium/gun
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name = "type-e electronic mechanism"
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icon_state = "setup_medium_gun"
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desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, if you're feeling optimistic."
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item_state = "circuitgun"
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desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, if you're feeling optimistic. It can fire guns and throw items while the user is holding it."
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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can_fire_equipped = TRUE
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/obj/item/electronic_assembly/medium/radio
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name = "type-f electronic mechanism"
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@@ -7,7 +7,8 @@
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extended_desc = "The firing mechanism can slot in any energy weapon. \
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The first and second inputs need to be numbers which correspond to coordinates for the gun to fire at relative to the machine itself. \
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The 'fire' activator will cause the mechanism to attempt to fire the weapon at the coordinates, if possible. Mode is switch between \
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lethal (TRUE) or stun (FALSE) modes. It uses the internal battery of the weapon."
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lethal (TRUE) or stun (FALSE) modes. It uses the internal battery of the weapon. If you wish to fire the gun while the circuit is in \
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hand, you will need to use an assembly that is a gun."
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complexity = 20
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w_class = WEIGHT_CLASS_SMALL
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size = 3
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@@ -80,7 +81,7 @@
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/obj/item/integrated_circuit/manipulation/weapon_firing/do_work()
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if(!installed_gun || !installed_gun.handle_pins())
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return
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if(!isturf(assembly.loc))
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if(!isturf(assembly.loc) && !(assembly.can_fire_equipped && ishuman(assembly.loc)))
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return
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set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
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push_data()
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@@ -99,6 +100,7 @@
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var/target_x = CLAMP(T.x + xo.data, 0, world.maxx)
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var/target_y = CLAMP(T.y + yo.data, 0, world.maxy)
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assembly.visible_message("<span class='danger'>[assembly] fires [installed_gun]!</span>")
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shootAt(locate(target_x, target_y, T.z))
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/obj/item/integrated_circuit/manipulation/weapon_firing/proc/shootAt(turf/target)
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@@ -347,7 +349,7 @@
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name = "grabber"
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desc = "A circuit with it's own inventory for items, used to grab and store things."
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icon_state = "grabber"
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extended_desc = "The circuit accepts a reference to an object to be grabbed and can store up to 10 objects. Modes: 1 to grab, 0 to eject the first object, and -1 to eject all objects."
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extended_desc = "The circuit accepts a reference to an object to be grabbed and can store up to 10 objects. Modes: 1 to grab, 0 to eject the first object, and -1 to eject all objects. If you throw something from a grabbers inventory with a thrower then the grabber will update its outputs accordingly."
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w_class = WEIGHT_CLASS_SMALL
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size = 3
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cooldown_per_use = 5
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@@ -384,6 +386,10 @@
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var/obj/item/U
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for(U in contents)
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U.forceMove(T)
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update_outputs()
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activate_pin(2)
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/obj/item/integrated_circuit/manipulation/grabber/proc/update_outputs()
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if(contents.len)
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set_pin_data(IC_OUTPUT, 1, WEAKREF(contents[1]))
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set_pin_data(IC_OUTPUT, 2, WEAKREF(contents[contents.len]))
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@@ -393,7 +399,6 @@
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set_pin_data(IC_OUTPUT, 3, contents.len)
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set_pin_data(IC_OUTPUT, 4, contents)
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push_data()
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activate_pin(2)
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/obj/item/integrated_circuit/manipulation/grabber/attack_self(var/mob/user)
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if(contents.len)
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@@ -401,9 +406,7 @@
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var/obj/item/U
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for(U in contents)
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U.forceMove(T)
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set_pin_data(IC_OUTPUT, 1, null)
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set_pin_data(IC_OUTPUT, 2, null)
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set_pin_data(IC_OUTPUT, 3, contents.len)
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update_outputs()
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push_data()
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/obj/item/integrated_circuit/manipulation/claw
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@@ -466,7 +469,8 @@
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desc = "A compact launcher to throw things from inside or nearby tiles."
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extended_desc = "The first and second inputs need to be numbers which correspond to coordinates to throw objects at relative to the machine itself. \
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The 'fire' activator will cause the mechanism to attempt to throw objects at the coordinates, if possible. Note that the \
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projectile need to be inside the machine, or to be on an adjacent tile, and must be medium sized or smaller."
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projectile need to be inside the machine, or to be on an adjacent tile, and must be medium sized or smaller. The assembly \
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must also be a gun if you wish to throw something while the assembly is in hand."
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complexity = 25
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w_class = WEIGHT_CLASS_SMALL
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size = 2
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@@ -497,6 +501,9 @@
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if(max_w_class && (A.w_class > max_w_class))
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return
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if(!assembly.can_fire_equipped && ishuman(assembly.loc))
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return
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// Is the target inside the assembly or close to it?
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if(!check_target(A, exclude_components = TRUE))
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return
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@@ -511,13 +518,21 @@
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if(!M.temporarilyRemoveItemFromInventory(A))
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return
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// If the item is in a grabber circuit we'll update the grabber's outputs after we've thrown it.
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var/obj/item/integrated_circuit/manipulation/grabber/G = A.loc
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var/x_abs = CLAMP(T.x + target_x_rel, 0, world.maxx)
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var/y_abs = CLAMP(T.y + target_y_rel, 0, world.maxy)
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var/range = round(CLAMP(sqrt(target_x_rel*target_x_rel+target_y_rel*target_y_rel),0,8),1)
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assembly.visible_message("<span class='danger'>[assembly] has thrown [A]!</span>")
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A.forceMove(drop_location())
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A.throw_at(locate(x_abs, y_abs, T.z), range, 3)
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// If the item came from a grabber now we can update the outputs since we've thrown it.
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if(G)
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G.update_outputs()
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/obj/item/integrated_circuit/manipulation/matman
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name = "material manager"
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desc = "This circuit is designed for automatic storage and distribution of materials."
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